Shroud of Souls (Cold, Necrotic) aura 5; any living creature that starts its turn within the aura takes 10 cold and necrotic damage; bright light becomes dim light, and dim light becomes darkness in the aura; attacks that have the radiant keyword made by or against creatures within the aura take a -1 penalty to attack and damage rolls.

HP 700; Bloodied 350

Regeneration 10 (if Necrus takes radiant damage, regeneration doesn’t function until the end of its next turn)

Hit: 1d4 + 7 cold and necrotic damage. The target loses a healing surge and is immobilized until the end of Necrus' next turn. If the target has no healing surges left, it takes cold and necrotic damage equal to its healing surge value, and is immobilized and weakened until the end of Necrus' next turn.

Soul Sear (Standard; At-Will) ♦ Necrotic, Psychic

Attack: Ranged 10; +18 vs. Will

Hit: 1d4 + 7 necrotic and psychic damage. The target takes a -2 penalty to its Will defense, a -2 penalty to saving throws against powers that target its Will defense, and the target is dazed (save ends all).

Seize the Soul (Standard; At-Will; Recharge or when first blooded) ♦ Charm, Necrotic

Attack: Ranged 10; +18 vs. Will

Hit: The target is stunned (save ends).

First Failed Save: The target is dominated instead of stunned (save ends).

Each Failed Save: The target loses a healing surge. If the target has no healing surges left, it takes necrotic damage equal to its healing surge value.

Wave of Terror (Standard; Recharge or when first blooded) ♦ Fear, Necrotic, Psychic

Attack: Close Blast 5; +18 vs. Will

Hit: 1d10 + 7 necrotic and psychic damage. The target must make two run actions on its next turn, and each square it moves on its next turn must be further from Necrus. If the target cannot move further from Necrus it stops and takes no further actions that turn. After this movement the target takes a -2 penalty to all attack rolls, is immobilized and grants combat advantage (save ends all).

Miss: Half damage, and the target is pushed a number of squares equal to its speed.

Siphon Soul (Standard; Recharge or when first blooded, and again when reduced to 0 hit points) ♦ Cold, Necrotic

Attack: Requires Shroud of Souls to be active; Close burst 5 (each living creature in burst); +18 vs. Fortitude

Hit: 1d4 + 7 cold and necrotic damage. The target loses a healing surge and is immobilized until the end of Necrus' next turn. If the target has no healing surges left, it takes cold and necrotic damage equal to its healing surge value, and is immobilized and weakened until the end of Necrus' next turn.

Special: When first bloodied or reduced to 0 hit points, Necrus can use this power once as a free action.

Hit: The target is dominated (save ends). Necrus is removed from play.

First Failed Save: The target is possessed instead of dominated (save ends). While the target is affected by possession, the following effects apply to it:

Necrus chooses all of its actions.

The target does not become unconscious for having 0 hit points or less.

The target uses Necrus' Intelligence, Wisdom and Charisma scores for all rolls and checks.

If the target takes radiant damage, it loses a possession counter and can immediately make a saving throw against this effect; the Each Failed Save effect does not trigger if the target fails this saving throw.

Each Failed Save: The target loses a healing surge. If the target has no healing surges left, it takes necrotic damage equal to its healing surge value. The target gains a possession counter, and takes a penalty to the next save against this effect equal to the total number of possession counters it has.

Aftereffect: The target is stunned (save ends).

Effect: When this effect ends, Necrus reappears in an unoccupied square of his choice adjacent to the target, and the target loses all possession counters. Necrus can end this effect as a free action. If this effect kills the target, it gains hit points equal to its bloodied value, it gains the undead keyword, and Necrus chooses all actions for the target until the target or Necrus is killed.

Personal Fade Out (Minor 1/round; At-Will) ♦ Illusion

Necrus becomes invisible and silent until it attacks. This effect ends immediately, and it can't use this power until the end of its next turn if it takes radiant damage. Necrus can end this effect as a free action.

Trait Phantasmal Foe

Necrus' attacks ignore cover and superior cover.

Trait Reaper of Souls

Whenever Necrus kills a creature, Necrus gains a number of soul shards equal to the number of healing surges that creature had remaining, and that creature becomes a part of Necrus until Necrus is destroyed. While a part of Necrus, it can't be raised.

Trait Soul Conversion

Each time an attack by Necrus causes a target to lose a healing surge, or the target would lose a healing surge but has no healing surges left, Necrus gains a soul shard. Necrus can expend a soul shard to gain a +2 bonus to any roll as no action, or regain 20 hit points as a free action. Any excess hit points regained in this way become temporary hit points. Necrus can recharge a power as a free action by spending a number of soul shards equal to that power's smallest recharge dice minus 1.

Trait Necrotic Absorption

Whenever Necrus would be dealt necrotic damage, he instead regains hit points equal to the damage that would have been dealt. Any excess hit points regained in this way become temporary hit points.